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If Bethesda Was 100% Honest With Us


Guest Hanzx

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Guest Hanzx
Posted

https://www.youtube.com/watch?v=7moRETUQ5B4

By: Gaming Wildlife they make honest video's like screen junkies but for games studios. top quality video's & they do Their research. i recommend that u watch the whole video. what is told is sad but honestly true.

Guest endgameaddiction
Posted

I figured that out a long time ago.

Posted

Well you have other options to consider, like:

- CDProyectRed (without a friendly modding tool :@ )

- Talesworld (modding tool will be on the way for Bannerlord :heart: )

- Warhorse Studios (mooding tool will be available :sleepy: , and the free sdk version of the engine is free to download, a little outdated though... :s )

 

And probably others, you really don't need to marry Bethesda, but... a lot of fans don't even consider the possibility of migrate to another company for modding purpose... yup true story.

Guest endgameaddiction
Posted

That is true. And the purpose behind that has many answers. One of those major reasons being the amount of flexibility of the toolkit. Something you don't get as much with CD Project and W3 from what I have read. I can easily give Bethesda credit for that, But I still want to see what happens when the the Fallout 4 CK comes out of beta.

 

We know that CK for Fallout 4 is only PC exclusive. Console gamers have no way to mod their game through the console. They have to buy Fallout 4 for PC and download the Creation Kit via bethesda.net. Is the Creation Kit going to be limited? My guess is that it would be because the CK right now from what I'm reading can be used to make mods for console. And I highly doubt they want to release a toolkit that has the capability of implementing things that can cause more problems with console mods and systems. If they plan to release 2 different versions of the CK for PC. One for basic modding and the other for complex modding such as scripting, then I would view things from a different perspective, but honestly don't see that happening.

Posted

My understanding is that the CK toolkit is no different than past toolkits. Most of my toolkit use since Fallout3 was world editing, adding in static assets, but not much into scripting. Most if not all user created mods will have to go through BethesdaNet if consoles want to use player mods. By going through BethesdaNet, they hope to have the capability to weed out mods that causes major mod conflicts, crashes, or mods that require complicated fixes and trial/error to keep the game stable on consoles.

 

Bethesda did state that PC uses do not have to go through BethesdaNet to upload player created mods and can install mods from places like here or nexus. Consoles probably could do the same, but doubt Bethesda will help if the non-sanctioned "BethesdaNet" mod crashes your console.

  • 3 weeks later...
Posted

I really wish they make the new elder scrolls in a newer engine. But... they won't. I really hope Bethesda doesn't start a trend for other companies on depending on the modding community to complete their games

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